GGACR/I-No/Structuring Useful Practice 5

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Revision as of 02:11, 10 April 2021 by SlashGordon (talk | contribs) (Created page with "=Advanced Drills= ==Offensive Drills== ===A good combo for "calibrating" yourself to a monitor and/or warming up=== Hoverdash > land 2S > 2D > HCL 6FRC6 > j.S > FFVCL > 5K >...")
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Advanced Drills

Offensive Drills

A good combo for "calibrating" yourself to a monitor and/or warming up

Hoverdash > land 2S > 2D > HCL 6FRC6 > j.S > FFVCL > 5K > HCL 6FRC6 > FFVCL > 5H > HCL 6FRC6 > FFVCL > c.S > VCL 6FRC6 > FFVCL

You'll do HCL/VCL from every attack level possible to adjust for the slight differences in timing caused by hitstop, carry a jump install from hoverdash into low, and even do a VCL > FFVCL. Is it a good combo to use during a match? Not really. Is it swag? Kinda, but not any more than other stuff you're doing. Probably only other I-No players would recognize why it's tricky. It's a "practice combo".


"Fuzzy Mixup" Training

On oki or when your opponent blocks a note, you can jump or hoverdash at them and try to hit them with j.S. If they block it you have a choice: land from the j.S and use 2K, or double jump into j.K for an unreactable high/low. If your opponent standing blocked something (the j.S) and switches to low block, they will still have the standing hurtbox until there is a gap in blockstun. If they expect 2K they will block low, and then the rising j.K hits overhead. They will go into a crouching hitstun animation, which makes it difficult for most characters to convert into a combo, but not for I-No with her dive attacks!

Pros:

  • Works on everyone (the j.K version at least, but note that against some characters you can substitute j.S for better proration at the cost of speed of the mixup)
  • Converts pretty well at mid screen even without meter, and with 25% you can probably take them corner-to-corner
  • Pretty high damage meterless in the corner
  • Easier to input/execute than j.D FDC.

Cons:

  • This technique gets blown up by faultless defense (your dj.K will whiff if the j.S is blocked, and you will die).
  • If you commit to the mixup idea ("I'm going to use this fuzzy here!") and the j.S actually hit your opponent, you're giving up a combo.
  • You don't get a great conversion from this unless you have 25% when you're mid screen.
  • Cannot really use effectively with FB note, since the multiple blocked hits allow them to switch their hitbox when they switch from blocking high to low, so your j.K will whiff.


What to do

  1. Set your dummy to guard > first
  2. Set the dummy to crouch
  3. Do hoverdash j.S (like on oki)
  4. Jump cancel to dj.K
  5. Combo the dj.K into Sdive, then link into whatever

Don't forget to practice this against every character in the game, but start with the ones in your local community.


j.D FDC drills

Burst Bait Technique Drills

I've got a few ideas I need to work through and test myself, but be excited. This will be good when it's up. The new tools in the PC version help a ton!


Defensive Drills (Intro)

I'm thinking that specific defensive drills will need to be included in each matchup page, but the concept will go here so you can figure stuff out on your own as I get all of that built.

Countermash Recognition Training

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